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Accessory Unbinding Alternative

11 Réponses [Dernière contribution]
Portrait de Paintool
Paintool

Everyday I look at my collection of accesories, all I see is pig-headed greed on a virtual e-marketplace. Some accesories can cost very exorbatant amounts of money to acquire, or are extremely rare (talking about >1% bull that OOO keeps pulling), or heck don't even exist at all (come back when you can show me a divine gear halo). It made sense in the past when Spiral Knights was still mist operated MMO grind machine: you stick your accesory on it's stuck for good shut up and suck it. If you didn't like it, you can destroy it and get nothing back. THEN where will you be? Stupid and accesoryless .

I don't remember how long ago it was (or if people bother to use it; DO YOU!?) but OOO decided they were going to solve this "problem" by introducing accesory unbind tickets. If you haven't already seen them, the cheapest ones will charge you about 3000 energy all the way up to 10,000 energy. This isn't the problem, in fact it's good. They tried to perserve the money aspect of players who spent hundreds of dollars in real life currency TRYING to get them. (Crazy people with money are out there). The problem is the function of the tickets.

When you use one, it removes the accesory and puts it back into your inventory unbound. You are now free to stick it on something else permanently until you pay the next ticket. Who does that? Really... why would you do that? At most if you have something rare that nobody else has then sure it's a good deal. It's like paying 3000 energy for Surge Round shades or some rare Hunter Scarf. Tha's cheap. However it gets expensive if you decide you wish you had one item in two places at once.

This is my proposal: treat accesories like a second costume section. Accesories will become bound once you equip them, unless unbound by paying the ticket. Once bound, the accesory icon will stay in your inventory and you are free to use it on all of your costumes that are also bound. (no ninja stealth accesory unbinding). If your costume or armor is unbound, your accessory will stay bound however and return to your inventory. This is an effort to make the game more colorful and diverse and APPEAR like people can actually get what they want.

Now I already know what you're gonna say, "BUT PAINTOOL, now everyone only needs one type of each accessory, now nobody's gonna buy my prisma bolted vees, hallow, or etc." That's exactly the point. Because now the market is saturated with cheap accesories that people only need one of, accessories will now become an ever accesible fashion joint that even newbies can afford. I would argue that rare accesories will be charged more because of how ubiquitious they will become. Everybody happy.

Portrait de Dracora-Speaking
Dracora-Speaking
+1

Yep - I even designed a visual of a potential shoddy interface a while back as part of a Guild overhaul idea set. That pic has slots for things I'd like to see exist that don't too..so yeah... it's shoddy but it was fun to make.

At this point, yes, there are many many accessories, and the game is as you say "saturated." A system like the one suggested would benefit OOO by making players happier and more willing to try and "collect 'em all." We know it works in other games - as usual, I use Warframe as an example, with their "attachments," *cough Nova uses Warframe as an example too much cough.* Maybe that's cause they do a lot of things right over in Warframe, huh? Not everything right...anyway...this is the sk forums. Back to sk talk!

The "recovery" costs would simply shift (without being as horrible because they are not in a vicious "attach and recover" cycle) to "unbinding" costs at either Vise, Bechamel, or even some new NPC. As with other sk items, you'd only unbind to trade to other players.

Heck, we could even give star level to accessories and costumes, the only thing star level would mean is how rare the item was from its source (and how rare that source itself was, so like, items in Dark Harvest Prize Boxes would generally have a comparatively decreased star level, even though the odds for certain things like the aura are low, just because the box itself is super easy to get during the event), or how difficult/tedious it was to obtain (grasping), and have nothing to do with where you attach them. And duh the star level of cosmetics would have no influence on your tier nor would they be locked by player rank etc. Eh, maybe not star level then, but something...else...that would determine unbind cost... I mean really, OOO, haunted auras don't compare to prismatic com units in demand price, but the recovery-pricing-based-on-slot system thinks otherwise. I realize the recovery pricings are roughly based on overall demand that considers most accessories of a slot type, but eh, it really needs to be better.

Portrait de Paintool
Paintool
Can I get any other comments

Can I get any other comments or suggestions on this idea?

Are there any potential negatives or positives I'm not seeing?

Portrait de Fehzor
Fehzor

I mean this would be the right thing to do but the prize boxes are their biggest commodity, and manipulating demand to force gambling habits onto people is how they produce their money. I really can't see them doing the right thing, they just aren't that sort of company and when it comes down to it this isn't even that big of a deal compared to the whole radiant fire crystal drought.

Portrait de Raven-Tail
Raven-Tail
This needs to happen... I

This needs to happen... I want to unbind my accessories as well. How about for 15kcrs for each unbind.
Besides we need a Weapon unbinder as well...

Portrait de Fangel
Fangel
Um.

Besides we need a Weapon unbinder as well...
We have that.
His name is Vise.
He's in the Bazaar.

Now, onto this suggestion - only thing I can see as a negative is that it makes groups of accessories more or less pointless.
How about this - if you have X amounts of these accessories, you can craft them into an "accessory pass". For rare items you would need 2 or 3, and for more common items you would need 5-10. After you gain an "accessory pass", you can put as many of these accessories on items as much as you want, and the pass itself becomes bound to you. Now, the pass can be unbound for 2.5x the cost of the single accessory if you want to sell your pass, however it takes off the item from all your costumes. If you unbind an item with an accessory pass item on it, the item disappears from that costume. Accessory pass items have their name in green in the tooltip so that inspecting players and yourself know that these items are bound via a pass rather than a standard accessory.
Accessory passes can also be pulled from prize boxes whenever an accessory is pulled. Once an accessory is unboxed it has a 10-20% additional chance to be a pass. The border of the item's icon is outlined in green.

How does this sound? It keeps accessories as a market but also makes sure inflation isn't a direct issue, as the stand-alone accessories would be cheaper but if you're looking for those dread wings on a bunch of costumes, then you can go for a pass, but if you want a single pair you can get it cheaper.

Portrait de Blandaxt
Blandaxt
hmmm

@Paintool:

I like your idea, makes complete sense. Though as fangel said, individual prices would drop and OOO would maybe loose a couple hundred dollars sense players are not spending that much money to buy multiple accessories for selling value. Though, i do think individual accessories would cost a looot more then they do now, sense you can own them forever on any gear that has a slot open.

@Fangel:

I'm sorry fangel, i'm confused. Can you explain to me how this ticket will work?

Portrait de Fangel
Fangel
Sure.

A quick bullet-point list of what I said before is as follows:

  • Accessories remain as they are now, but we introduce a new type of item called an "Accessory Pass".
  • Accessory Passes are craftable by combining 2-10 of the exact same accessories together, depending on their rarity/slot.
  • Accessory Passes become bound to players once used, and can be used an infinite amount of times while bound.
  • Accessory Passes function as an accessory with infinite uses.
  • Accessory Passes have a green outline on their art in your arsenal so you can see the difference between them and your single accessories. Additionally, the name of the item in the tooltip is green so other players who inspect you (granted you have full inspect on) can see that you used an accessory pass.
  • Bound accessory passes can be unbound, but for 2.5x the amount it would cost to unbind the accessory in that slot normally.
  • Unbinding an accessory pass will destroy all of that accessory on all your costumes that used the pass. Standalone accessories would not be touched.
  • Accessory passes have a 10%-20% chance of replacing a single accessory when you pull an accessory from a prize box or lockbox.

TL;DR - Accessories stay the same, accessory passes become a craftable alternative and are infinite use.

Portrait de Blandaxt
Blandaxt
Hmm...

@Fangel:

Does that mean the accessory pass is like an equip able accessory?

What do you mean by "Unbinding an accessory pass will destroy all of that accessory on all your costumes that used the pass"? I thought this was a equip able accessory. Like if i unequipped the accessory, it shouldn't need to be destroyed on all my gear and costumes. Cause i do not want to have to unequip/unbind my accessory when i want to have a different accessory on the spot where that accessory pass has been. I would rather the accessory pass be treated like a gear. Like an armor, weapon, or trinket. when i unbound it, it's just unbounded from my knight character. And be able to sell to other players. It seems to complicated to treat this accessory pass like an infinite use accessory. That would mean unequipping it would cost me lots of crowns like unbinding a regular accessory. The way you make this is like it will cost us the same as having a regular accessory. The only advantage to your idea is that you can use that accessory on multiple items that have an open slot for that accessory.

Portrait de Blandaxt
Blandaxt
a small..

A small addition i would like to add to this suggestion that is not directly related, but is related and important is item user interface convenience. Basically, for every item/gear you are going to buy, or make from a vendor and machine, the item would have a small counter next to the item box saying owned: this much amount. The owned small box would show how many you currently have in you inventory that way if you are buying duplicates, you will know and not accidentally buy or make an extra item by mistake because you did not want to check your own recipe inventory list or check your item list to see if you have it which could take a bit if your checking for a lot of items. I got this idea from warframe and i feel would greatly help conveniently manage our inventory and help us save our hard earned grind time crowns.

I am suggesting this idea here because i feel creating a whole new thread for such a minor suggestion is not worth it, i hope you accept this idea in this thread. I can make another thread for it so it's okay if you don't accept it.

Portrait de Fangel
Fangel
Oh, no no no

You can put an accessory pass on an infinite number of armors, and remove it from an infinite number of armors, but if you unbind the actual pass, then all gear that has used the accessory pass will have its accessory removed.

Example: You have 10 prismatic bolted vees and craft them into a single "Prismatic Bolted Vee Accessory Pass". Using this pass, you can put as many prismatic bolted vees on all your armors as you like. If you don't like the look of it, you can take it off, no questions asked, using the "destroy accessory" feature that Bachemal has. This will not delete the accessory pass, simply the accessory on that armor/helmet.

Now let's say that you have someone who doesn't have a lot of prismatic bolted vees, but really wants to put them on all their things. They come to you and ask to buy your accessory pass. You tell them "Sure, if you pay the unbind fee". If the unbind fee for a helmet top accessory is 1,000 energy, for example, it would cost 2,500 energy to unbind the pass from yourself, after which all helmets you used the Prismatic Bolted Vee Accessory Pass on will have their prismatic bolted vee accessories removed.

That a bit clearer?

Portrait de Blandaxt
Blandaxt
yes lol

@fangel:

Yes that is much clearer, sorry I misunderstood. I thought you meant I would have to pay a lot of money to take it off my gear/costume. Thanks for the explanation.